For 1), yes, there is an "observe" step in the process where - when the project is deployed - it observes and reconciles what happens vs what should happen based on specs.
I believe more variant are bound to emerge when harnesses become more prevalent. We only scratched the surface, so don't generalize over the process yet.
At some point, the community is also responsible for the demanding expectation of a "not slow" compiler.
What's "slow"? What's "fast"? It depends. It depends on the program, the programmer, his or her hardware, the day of the week, the hour of the day, the season, what he or she had for lunch, ...
It's a never ending quest.
I, for exemple, am perfectly happy with the current benchmark of the rust compiler. I find a x2 improvement absolutly excellent.
- you don't allow updating/ removing past inserted values
In essence it become a log, a Vec<OnceCell<T>> or a Vec<UnsafeCell<Option<T>>>. Works well, but only for a bounded array. So applications like messaging, or inter-thread communication are not a perfect fit.
It's a fixed-size vector that can be read at the same time it's being written to. It's no a common need.
In the case of tokio, multiple actors can run on a single thread. Tokio uses a worker pool of threads equal to the number of cores on your system. So spawning a new actor will run amongs other actors. This lets us perform io operations in an actor, such as http connection, and progress other actors whilst waiting for a response.
Kameo does have a `spawn_in_thread` function for CPU bound actors if needed.
Right. It's not a very widespread use case, to be honest. You'd find that most would be N actors for M threads (where N <= M ; an Actor in itself is never shared among multiple threads [So `Send` and not `Sync`, in theory] - an inner message handler _could_ have parallel processing but that's up to the user)
I think you should assume in Kameo that every Actor's message handler is going to be CPU-bound. For example, it means that your internal message dispatch and Actor management should be on a separate loop from the User's `async fn handle`. I don't know if it's already the case, but it's an important consideration for your design.
Nice library, BTW, I think it checks all the marks and I like your design. I've tried most of them but could not find one that I liked and/or that would not have a fatal design flaw (like async_traits, ...) :)
PS : Multi-threaded tokio runtime should be the default. Nobody wants a single-threaded actor runtime. It should be in capital letters in the readme.
> Right. It's not a very widespread use case, to be honest. You'd find that most would be N actors for M threads (where N <= M
What makes you think that? Having a large number of actors per thread is by far the most important use case. The Actor model is commonly used in communication systems where there are hundreds of thousands of actors per machine (often one for every single user). In this context, Actors are typically extremely lightweight and not CPU-bound. Instead, they mostly focus on network I/O and are often idle, waiting for messages to arrive or be sent.
- 1 actor on 2 thread = you are probably doing it wrong.
As for the rest, whether or not they are used in communication systems and whether or not they are cpu-bound, consider there are and run the handle on a separate loop from the main message dispatching. Otherwise you _will_ delay messaging if handles don't await.
stomata open, light interacts with chlorophyll, water is moved and creates a tiny depression in the xylem tube, more water moves up through capillarity
For 1), yes, there is an "observe" step in the process where - when the project is deployed - it observes and reconciles what happens vs what should happen based on specs.
I believe more variant are bound to emerge when harnesses become more prevalent. We only scratched the surface, so don't generalize over the process yet.
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